Mount (PSR Supplement)
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A mount is a creature you can ride into encounters, such as a horse.
Your narrator determines what kind of creature can serve as your mount, but generally it requires appropriate anatomy and must be one size larger than you.
Mounting and Dismounting
As a bonus action, you can mount or dismount a willing and suitable creature within 5 feet of you. You can also mount or dismount with your Use action.
You can't mount or dismount if an effect if your speed has been reduced to 0, unless you fall off.
Falling Off
- If while riding a mount you're knocked Prone, are Shoved, or become Grappled, you fall Prone in a space within 5 feet of your mount.
- If your mount is knocked Prone, is Shoved, or becomes Grappled, you can use your reaction to land safely within 5 feet of your mount. If you don't use this reaction, you fall Prone within 5 feet of your mount.
Controlling Your Mount
While you're mounted, you and your mount move as one, sharing the same space and the same turn—including the same move, action, and reaction.
If turn order was decided already, your mount's turn changes to become yours, and reverts if dismounted. It can't have more than one turn per round.
Moving. If you move while mounted, you use your mount's speed as if it was your own.
Useable Actions. If your mount has any special actions, you can use them as your own action. For example while riding a horse you can have it take the Attack action to attack with its hooves, but this uses up your own action. For an unwilling or untrained mount, you might not be able to command it to perform specific actions.
Unusable Actions. You can't use a mount's multiattack action nor any trait that gives the mount extra actions. Similarly, you can't use any (re)action exclusive to powerful monsters, such as legendary actions or boss reactions.
Cohort Mount. Only a mount who is your cohort or a fellow protag can take its own actions in addition to your own actions, but the two of you still otherwise share the same turn, movement, and space.
Unwilling Mount
Sometimes you can climb onto a unwilling creature, like a cowboy seizing a bucking bronco. You can't control an unwilling mount and it doesn't share your turn, but rules about dismounting and falling off still apply.
Mounting. On your turn when you hit a creature at least one size larger than you with an unarmed strike, you can forgo dealing damage as normal to instead climb into that creature's space; it becomes your unwilling mount. You must use a free hand to maintain position on an unwilling mount. Whenever the creature moves, you are carried with it, but you likely have no influence on its movement. You can move through the creature's space, but you are Slowed while doing so.
Throwing Off. At the start of each of the mounted creature's turns, it can make its choice of a Grit or Reflex save against your Strength mark, if it isn't Incapacitated. On a success you're flung off and land Prone into a space within 5 feet of the creature.
Affected Attacks. A creature you've mounted normally has disadvantage on any attack roll targeting you. Depending on the mount's anatomy your narrator might instead decide the mount can't target you with some attacks, such as a horse unable to hit you with its hoves—or that some attacks hit you automatically, such as a giant hedgehog hitting you with its spikes.
Taming. An unwilling mount can choose to become a willing mount at the start of your turn. It can also choose to become your willing mount at the start of its own turn, in which case its turn is delayed until your next turn begins. As normal, a willing mount shares its turn with you, and its turn order changes to match yours if necessary.
The rules for unwilling mounts are summarized in the Mounted condition. Like any condition, some creatures are immune to being Mounted; an amorphous ooze for example doesn't have enough body mass to sustain a mounter. When using content designed for 5e, generally any creature that can't be Grappled also can't be Mounted. A protag or cohort can't be an unwilling mount for another protag or cohort.
Mounts (Example)
Many mounts can be summoned by spells or found during adventures, but a few critters can be bought or sold during Downtime Trading as if they were common items. Your narrator’s campaign might have more or fewer buyable mounts. This list is just an example.
Mount | Size | Speed | Defenses | Carry | Cost |
---|---|---|---|---|---|
Horse | Large | 60 feet | 10 def, 13 hp | 32 slots | 50 gold |
Camel | Large | 50 feet | 9 def, 5 hp | 32 slots | 50 gold |
Mule | Medium* | 30 feet | 11 def, 11 hp | 24 slots | 10 gold |
Pony | Medium | 40 feet | 10 def, 11 hp | 15 slots | 20 gold |
Mastiff | Medium | 40 feet | 12 def, 5 hp | 13 slots | 20 gold |
Ridin' Goat | Medium | 40 feet | 10 def, 4 hp | 12 slots | 20 gold |
Camel. A camel is acclimated to extreme heat and has advantage on all Strength saves.
Mule. A mule can act as a Large mount, and can Carry items as though it was a Large creature. A mule has an unfriendly attitude to any creature except its owner.
Ridin' Goat. This goat has advantage on any check or save made to avoid falling Prone.
Other Mount Expenses. Buying a mount normally includes an appropriate riding saddle. If you're only looking after a single mount, there typically is no expense for food or lodging; such is included in the negligible expenses of downtime.